AnthonyB28's Recent Forum Activity

  • Nintendo is new to this whole indie thing. Give it time, and if it does work out, I doubt Scirra would just let the cat out of the bag so soon without their ducks in order!

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  • Answered my own question.

    Turns out that I needed to add Wait 1.0 second commands inbetween every NPCTalk add 1 event. What was happening was when you hit a key, it would execute everything at the same time, cascading down the events. I sometimes forget that these events execute in fractions of a second, and no one presses/releases keys that fast.

  • <img src="http://i.imgur.com/HS9dRh1.png" border="0" />

    Brief summary:

    NPCTalk is a global variable set at 0 default.

    Talk1, Talk2, Talk3 are family instance variables that contain the text said NPC is to speak.

    TalkNum is a family instance variable that contains how many times the NPC is to talk.

    The idea is, player presses action key to talk to NPC.

    NPC talks and NPCTalk = 1

    If player presses another key, either:

    1) Stop talking if NPC TalkNum is 1

    2) Continue talking if NPC TalkNum is 2.

    It works until Keyboard->On any key pressed

    *-> If NPCs Talk Num = 1 then blah

    *-> Else -> Trigger Once then type Talk2.

    The NPC I'm trying to talk to has TalkNum set to 2 and is meant to talk twice. But he isn't. It will talk once and is definitely breaking into the If NPCs Talk Num = 1 branch. It never goes into the Else. Its not accessing the proper NPC family member that has TalkNum set to 2.

    Any solution for this? Am I missing something? I clearly have it so NPCs is being accessed by collision. It should only be referencing the NPC with TalkNum set to 2.

  • <img src="http://i.imgur.com/6GMgMgG.png" border="0" />

    <img src="http://i.imgur.com/FTOooBY.png" border="0" />

    <img src="http://i.imgur.com/SWzo9x9.png" border="0" />

    I disabled the scroll to behavior in favor of this. It works pretty well in one layout but not this one. The other layout had the same error too, bu it has since disappeared for some reason.

    EDIT:

    Already narrowed it down to save game in Construct 2. I save the game to a slot on the start after a little event. Disabling this and the game runs fine. Enabled and it always crashes.

    irst off, I've fixed a bug involving the saving/loading of global cameras - nobody mentioned it, but I noticed it while working on the plugin and it should be good now.

    I only have 1 local camera and its crashing if that helps.

    instanceProto.saveToJSON = function ()

         {

              // Throw the trans camera on top of local cameras list

              this.localCameras.push(this.transCamera);

              var o = {

                   "lcc": this.localCameraCount,

                   "olcc": this.localCameraCountOld,

                   "alcc": this.localCameras.length,

                   "agcc": this.globalCameras.length,

                   "tcnn": (this.transCamera == null ? false : true)

              };

              for (var i = 0; i < this.localCameras.length; i++)

              {

                   o["lc" + i + "g"] = this.localCameras.global;edited><editID>AnthonyB28</editID><editDate>2013-07-29 16:23:36</editDate></edited>

  • This seems like a really awesome plugin! Super useful for cutscenes. Very gracious. Will return with results. :D

  • I currently have a project where I lay out a grid and on the start of the layout, create a dictionary that parses an XML file I have to manually create that lists every UID of the spaces and their adjacent tiles and marks them as free (0). So <UID, free/taken>.

    The player can obviously only move to adjacent tiles (found though the XML parse) and if the adjacent tile is marked as 0. Anywhere the player moves, its obviously marked as 1. Also, the UID lets the player's piece move to that object as well which is kinda nice.

    Tiles are not just in a line. they're hexagons, so it can have up to 8 adjacent tiles at one time.

    Any suggestions as to a better method of doing this? The XML config is nice, but its a pain in the arse to have to redo for every level and will probably end up causing problems in the long run. I chose to do that initially because it was the only method I initially thought of that would work.

    EDIT:

    Currently looking at

    scirra.com/forum/pluginboard-layout2board-behavior-grid-move_topic51891.html

    Maybe will pursue this.

  • Hi

    Ive today also used the xdk

    with same problem.. black screen....

    also during test with App LaB

    Have you solved it ?

    Regards

    flemming

    I'm afraid not.

  • A .caproj file is not a full project; please attach a .capx file.

    What are your backup locations set to? If they are other drives or network locations or other locations which are not accessible, Construct 2 may get stuck trying to write to them.

    Then that's what Construct 2 saved. The only capx file I have of the project is this one which is from my other computer. This file is a day older,and probably about 50 events less

    db.tt/UsuIy1r8

    And the backup folder is in my documents

  • Link to .capx file (required!):

    dropbox.com/s/jytu3kp1s5mfht9/Hex.caproj

    Steps to reproduce:

    1. Went to save file via floppy icon on top left bar.

    Observed result:

    Just sits at saving. Says "Saving auto-backup file" on the bottom bar.

    Also, no backups were made it seems. I have Construct 2 set to save backups at 15 minute intervals. I had it open for over 40 minutes, and not a single file got saved. I also recall hitting save manually out of habit before hand, and apparently that didn't do anything either.

    My folder and administrator privileges are all correct too.

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Win8 Pro x64

    Construct 2 version:

    On release 132 64bit.

  • Just realized, what if I did it by UID? How would that go about working? I tried to replace all the string names with just UID numbers, but I don't quite understand how I can call the UIDs.

    EDIT:

    Figured it out using the UIDs.

    I made a family of all the tile sprites I was using and then used System->Pick UID Instance Of (MyArray.At(X,Y))

    I don't quite understand why you need to have a family or a specific object for this. I wish you could just pick by UID straight up, isn't that what they are for? I'm sure there is some kind of engine technical restriction on that with unit types or some hubub though.

  • I'm Anthony!

    anthonybarranco.com

  • Is the path a sprite object or even a layer? I'm not familiar with what objects DONT have Opacity, but I think most do.

    So basically set up an event

    System->On Start of Layout

    System->Every Tick

    Action: YourPathObject->SetOpacity to YourPathObject.Opacity-0.5

    Increase the 0.5 to make it happen faster, decrease it to make it slower.

    Feel free to fine tune with 0.559, 0.3461, ect.

    If you find this cumbersome, I recommend looking into a plugin called iTween you can find here on these forums that has a built in opacity tween over time.

AnthonyB28's avatar

AnthonyB28

Member since 6 Apr, 2013

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